World of Warships: Legends ship guide

AL New Jersey

Beta
Mid-range battleship anchorHold a mid-range lane and trade with the enemy line.
Playstyle
  • Take firing lanes over 10 km where dispersion and shell-damage bonuses matter, then punish broadsides a…
  • Avoid: Do not push so close that the long-range damage plan disappears

Variant of Iowa

AL New Jersey is an Iowa-based Azur Lane variant. It is not a cosmetic reskin: it gains main-battery range, accuracy and shell velocity but loses hit points, torpedo protection, reload speed and top speed.

Show all differences

Artillery

  • Main battery range 18.0 km (was 17.7 km)
  • Sigma 1.9 (was 1.8)
  • AP shell velocity 820 m/s (was 762 m/s)
  • HE shell velocity 850 m/s (was 820 m/s)
  • Main battery reload 31 s (was 30 s)

Survivability

  • Hit points 67,000 (was 70,000)
  • Torpedo protection 25 mm (was 38 mm on Iowa)

Maneuverability

  • Top speed 30 kt (was 33 kt)
Community Data

AL New Jersey Community Stats

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Playstyle

Overview

AL New Jersey is an American battleship commander/ship concept focused on long-range shell damage, citadel damage, and tightened dispersion. Play her as a fast accurate crossfire battleship.

Positioning

Take firing lanes over 10 km where dispersion and shell-damage bonuses matter, then punish broadsides and citadels.

Potato Avoidance

Push so close that the long-range damage plan disappears

Do not push so close that the long-range damage plan disappears.

Acquisition

How to get AL New Jersey

AL New Jersey is a Premium ship and not available to unlock in the Tech Tree. Acquisition path: Containers. Container chances are shown as the listed odds of receiving this exact ship, dividing grouped ship-pool odds across the resolved ships and including nested container paths when a crate can drop another crate.

Best listed chance for this ship

Official WG availability sources
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Builds Beta

Build for accuracy, reload/range, citadel-damage opportunities, survivability, and concealment.

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Most stats below come from the base ship, Iowa. Rows where this variant differs are marked with a badge; hover the badge to see the base value.

All values are ship base stats with modifications and upgrade changes denoted inline.

Repair 3Fighter
Survivability
Hit Points67,000 Δ
Displacement50,000 t
Armor range6–439 mm
Plate armor thicknesses6, 16, 19, 25, 32, 38, 50, 51, 58, 76, 127, 142, 152, 157, 163, 181, 184, 216, 287, 297, 307, 343, 439 mm
Armor material/layer entries61
Fire resistanceInitial: 33.3% → 36.6%
Fire duration60 s
Torp Reduction25%
Magazine HP
ƒThe magazine is the module a detonation comes from. Penetrating hits to it raise the detonation chance from 1% toward 30% as its HP is worn down, so a larger magazine pool rides out citadel hits longer before a detonation becomes likely.
35,000
Steering gear HP
ƒDurability of the steering gears. As this pool drops, hits are likelier to jam the rudder; unlike most modules the steering can be knocked out and repaired but is never permanently destroyed.
21,000
Main Battery
ModuleArtillery: 406 mm/50 Mk7
Mounts / barrels3 mounts / 9 barrels
Reload time31 s Δ
Firing range (base)16.1 km
Firing range (top fire control)17.7 km
Turret traverse4 °/s
Shell Grouping (σ)
ƒShell grouping (sigma); shown in-game as Shell Grouping.
1.8
Max Horiz Disp
ƒHorizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16089/30·(12−2)/1000 + 2)·30 = 220.9 m
220.9 m
Max Vert Disp
ƒVertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 220.9 × 0.6 = 132.5 m
132.5 m
Med Horiz Disp
ƒ50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 220.9 × 0.344 (σ=1.8) = 76 m
76 m
Med Vert Disp
ƒ50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 132.5 × 0.344 (σ=1.8) = 45.6 m
45.6 m
Turret turn time
ƒ180 degrees / 4 deg/s traverse speed = 45 s.
45 s
Base shells/min
ƒ9 broadside guns x 60 / 31 s base reload = 17
17 Δ
HE shells
HE Damage5,700
HE Velocity850 m/s Δ
Fire Chance36%
HE penetration
ƒ68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
68 mm
HE full-salvo alpha
ƒ5,700 HE damage x 9 broadside guns = 51,300.
51,300
Base HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 31 s base reload = 99,290
99,290 Δ
Installed HE DPM
ƒ51,300 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 110,323
110,323 Δ
Base fires/min
ƒ9 HE shells x 60 / 31 s reload x 36% fire chance = 6.27
6.27 Δ
AP shells
AP Damage13,100
AP Velocity820 m/s Δ
Min Ricochet45 deg
Guaranteed Ricochet60 deg
Fuse Timer0.033 s
Fuse Threshold68 mm
AP overmatch
ƒfloor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
28 mm
AP Pen Close
ƒCanonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 762^1.38 = 847.6 mm. Matches the in-game spec card.
847.6 mm
AP Pen Far
ƒSame formula at the ship's max firing range (22.1 km), where the shell has slowed to 496.2 m/s: 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 496.2^1.38 = 468.9 mm.
468.9 mm
AP full-salvo alpha
ƒ13,100 AP damage x 9 broadside guns = 117,900.
117,900
Base AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 31 s base reload = 228,194
228,194 Δ
Installed AP DPM
ƒ117,900 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 253,548
253,548 Δ
AP AOE Radius
ƒAP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
250
AA Defense
AA mount pointsInitial: 35 → 51
Maximum AA range
ƒLongest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
5 km
20 mm Oerlikon Mk20Initial: 20 mm Oerlikon Mk4 (21×1) → 20 mm Oerlikon Mk20 (32×2)
40 mm Bofors Mk2Initial: 14×4 → 19×4 40mm
127 mm Mk32 (DP)10×2 127mm
Far aura
DPS
ƒIncludes 50 continuous AA damage from dual-purpose secondaries firing as AA in this range band.
50
Range5 km
Medium aura
DPSInitial: 106 → 139
Range3.5 km
Total DPS in Aura
ƒFar 50 + Medium 139 = 189
189
Near aura
DPSInitial: 43 → 108
Range2 km
Total DPS in Aura
ƒFar 50 + Medium 139 + Near 108 = 297
297
S
Secondary Battery
Mounts10
Firing range5.0 km
Shell Grouping (σ)1
Caliber127 mm
Reload time6 s
HE Damage1,800
Muzzle Velocity792 m/s
Fire Chance5%
Armor Pen21 mm
Min Ricochet91°
Max Ricochet60°
Secondary dispersion type
ƒMax dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Standard
Max secondary dispersion @ 5 km
ƒ5 km × 57 + 30 = 315 m.
315 m
Maneuverability
Engine moduleEngine: 212,000 hp
Engine power212,000 hp
Maximum speed30 kt Δ
Turning circle radius920 m
Engine power multiplier speed threshold7 kt
Traverse-to-turn ratio3.8× drags
Concealment
Detectability by sea15.36 km
Detectability by air12.29 km
Smoke firing penalty14.81 km
Detect after firing main guns15.36 km
Detect Fire Sea17.36 km
Detect Fire Air15.29 km
Guaranteed Detect2 km
Consumables
Damage Control Party∞ charges · 80 s reload · 20 s active
Repair Party3 charges · 80 s reload · 28 s active · 0.5% heal per second · 14% of max HP total heal
Choose one
Catapult Fighter3 charges · 60 s reload · 55 s active · 5.56 km patrol radius · 1 squadron size
Observation Seaplane3 charges · 200 s reload · 30 s active · 1 squadron size · +10% main-battery range bonus
Secondary Battery Booster3 charges · 160 s reload · 30 s active · +100% damage boost · +50% reload boost

See all derived stats

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Numbers the spec table cannot show directly: alpha-strike math, DPM, dispersion, AP penetration. Click the formula chip on any row to reveal how it is calculated.

Main battery formulas

Shell Grouping (σ)1.8
Shell grouping (sigma); shown in-game as Shell Grouping.
Max Horiz Disp220.9 m
Horizontal dispersion ellipse width at max range. (R/30·(idealRadius−minRadius)/idealDistance + minRadius)·30 = (16089/30·(12−2)/1000 + 2)·30 = 220.9 m
Max Vert Disp132.5 m
Vertical dispersion ellipse height at max range = max horizontal × radiusOnMax = 220.9 × 0.6 = 132.5 m
Med Horiz Disp76 m
50%-hit horizontal radius = max horizontal × GetHalfHitsRatio(σ) = 220.9 × 0.344 (σ=1.8) = 76 m
Med Vert Disp45.6 m
50%-hit vertical radius = max vertical × GetHalfHitsRatio(σ) = 132.5 × 0.344 (σ=1.8) = 45.6 m
Dispersion familyUS/UK BB Disp.
2.5% overall improvement compared to EU BB Disp.
AP Pen Close847.6 mm
Canonical community AP formula (jcw780/wows_shell), evaluated at muzzle velocity: 1e-7 × Krupp × mass^0.69 × caliber_m^-1.07 × v0^1.38 = 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 762^1.38 = 847.6 mm. Matches the in-game spec card.
AP Pen Far468.9 mm
Same formula at the ship's max firing range (22.1 km), where the shell has slowed to 496.2 m/s: 1e-7 × 2520 × 1225^0.69 × 0.406^-1.07 × 496.2^1.38 = 468.9 mm.
HE penetration68 mm
68 mm ≈ 406 mm caliber / 6 (standard HE penetration ratio).
AP overmatch28 mm
floor(406 mm caliber / 14.3) = 28 mm (AP auto-penetrates plating this thick or less).
AP AOE Radius250
AP shell over-penetration splash radius; scales with shell mass. Wickes 102mm = 3, standard 152mm CL ~ 20, Iowa 406mm ~ 270, Yamato 460mm = 400, Incomparable 650mm = 550 (max). Larger value = bigger splash damage area when AP over-pens.
Broadside guns used for alpha9
All 9 barrels bear on the broadside.
Turret turn time45 s
180 degrees / 4 deg/s traverse speed = 45 s.
HE full-salvo alpha51,300
5,700 HE damage x 9 broadside guns = 51,300.
AP full-salvo alpha117,900
13,100 AP damage x 9 broadside guns = 117,900.
Base HE DPM99,290 Δ
51,300 HE full-salvo alpha x 60 / 31 s base reload = 99,290
Base AP DPM228,194 Δ
117,900 AP full-salvo alpha x 60 / 31 s base reload = 228,194
Installed HE DPM110,323 Δ
51,300 HE full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 110,323
Installed AP DPM253,548 Δ
117,900 AP full-salvo alpha x 60 / 27.9 s installed reload (Main Battery Mod. 3 = -10%) = 253,548
Base shells/min17 Δ
9 broadside guns x 60 / 31 s base reload = 17
Installed shells/min19 Δ
9 broadside guns x 60 / 27.9 s installed Artillery reload = 19
Base fires/min6.27 Δ
9 HE shells x 60 / 31 s reload x 36% fire chance = 6.27
Installed fires/min6.97 Δ
9 HE shells x 60 / 27.9 s installed reload x 36% fire chance = 6.97

AA defense

AA DPS at max range131
Only families that reach 5 km contribute at the outer edge of the AA bubble. In-game families: 127mm 10x2 -> 131 DPS @ 5 km; 40mm ?x? -> 278 DPS @ 3.5 km; 20mm ?x? -> 265 DPS @ 2 km.
Maximum AA range5 km
Longest-reaching family on the in-game AA card. Decoded AirDefense aura max range is 3.5 km; dual-purpose mount auras extend it.
AA DPS layered by range131 DPS @ 5 km, 409 DPS @ 3.5 km, 674 DPS @ 2 km
Cumulative AA DPS at each family range threshold. Inner ranges stack the outer families, so a target closing the distance hits stronger AA bubbles as it crosses each band.
AA DPS at point-blank674
Sum of every family's average DPS, achievable only inside the closest-range family (2 km).
AA threat index2158
SUM over AA auras of (aura DPS x aura range km). A plane crossing the AA bubble is exposed to each aura for a time proportional to that aura's range, so long-reach DPS is worth more than the same DPS in a short bubble. Units: DPS*km; used to rank overall AA threat across the cohort.
Near aura range2 km

Secondary battery dispersion

Secondary dispersion typeStandard
Max dispersion = range (km) × 57 + 30. Each dispersion type sets its own slope; this is not a percentage applied to a standard baseline.
Max secondary dispersion @ 5 km315 m
5 km × 57 + 30 = 315 m.

Secondary battery firepower

Secondary DPM (per side)180,000
Sum across all secondary families of (per-side barrels × 60 / reload_s × alpha), where per-side barrels = mounts × barrels-per-mount / 2 (the guns that bear on one broadside target). Per-family: 10×2 127 mm (10/side) × 60/6 × 1800 = 180,000. Assumes every shell hits (real hit rate is lower; the Brawl matchup tool on the Compare page folds in dispersion + target armor).
Max HE alpha1800
Maximum HE damage per shell across secondary HE families. Best on this ship: 1800 from the 127 mm family.
Max HE fire chance5%
Maximum per-shell fire chance across secondary HE families (before target fire resistance is applied). Best on this ship: 5% from the 127 mm family.
Max HE pen21 mm
Maximum HE armor penetration across secondary HE families (caliber × 1/6 for most nations; 1/4 for German/UK BBs). Shells whose pen falls under a plate's armor thickness shatter for 0 hull damage though fire chance still applies. Best on this ship: 21 mm from the 127 mm family.
Exteriors

Skins & permanent camouflages

Every custom exterior AL New Jersey can equip, from in-game data.

  • AL New Jersey default exterior
    DefaultThe ship’s standard exterior

Primary official WG sources

Filtered to official World of Warships: Legends pages where this ship is a focus, reward, line member, or high-context variant mention.